
Players:
| # | Position | Cost | MA | ST | AG | AV | Skills | Traits | Skills Available |
|---|---|---|---|---|---|---|---|---|---|
| 0-12 | Ashigaru | 50,000 | 6 | 3 | 3 | 8 | None | None | General |
| 0-4 | Samurai | 80,000 | 6 | 3 | 3 | 9 | Block | Honorable | General, Strength |
| 0-2 | Ninja | 110,000 | 8 | 3 | 4 | 7 | Dodge, Shadowing, Side Step | None | General, Agility |
| 0-2 | Sumo | 120,000 | 4 | 4 | 2 | 8 | Push | Dauntless, Stand Firm | General, Strength |
Big Guys:
The Nipponese team may not have any Big Guy players.
New skills:
Honorable: This player may never foul or assist in a foul
action. Although this is a Negative skill, it may not be removed on a doubles roll for the Star Player Roll.
Allies:
The Nipponese will normally not allow any players from other teams on their team. However, if you team has a rookie or star player Ninja then the team may also have 1 Skaven Lineman ally on the team as a protege of the Ninja. Use the standard ally rules to add this player to the team. If at any time at the end of game the team has lost all of its Ninja players, the Skaven will leave the team as well sneaking off in the night (thus no contract buyout or Assistant Coach allowed (as per the standard player retirement/removal rules)). Injured Ninja count for keeping the Skaven as he will tend to his mentor's injuries.
The Nipponese will play on the Human team using the standard ally rules.
Click here to see the standard ally rules
Extra Team Rules:
The Nipponese call all Freebooter players RONIN - the masterless grey warriors - and do not respect them, feeling they have no honour. If Freebooter players are used by the Nipponese team, all Samurai make armor and injury rolls against the opposing team with a -1 modifier. If Freebooter players are being used by the opposing team, all Samurai make armor and injury rolls against the opposing team with a +1 modifier.
If you are playing with Adam Morgan's Assassin! rules from the Desperate Measures article in the Blood Bowl Compendium, the Nipponese do not have to pay the extra 50,000 GP to hire a Nipponese Ninja Assassin.
Apothecary:
Standard rules
Head Coach:
The Nipponese team may have a standard Head Coach or for 150,000 gps they may have a Sensai.
A sensei will allow the players on a Nipponese team to be trained in the Martial Arts. Once per a game, a player on the Nipponese team may use Dodge, Hypnotic Gaze (nerve pinch), Leap, Mighty Blow, Nerves of Steel. The player should not already have these skills. Each skill can be assigned to a player only once during the game immediately after a player's Declare Action. All five skills or combination can be assigned to the same player. Note: if the Sensai is ejected for Arguing the Call, then these skills may not be used.
On Pitch Spellcaster:
The starting spell for a Nipponese Spellcaster is Summon Oni.
Successful Result: The Spellcaster successfully calls upon the demon spirit imps called Oni to assist the team. Oni are Yin/Yan demons which can bring blessing and curses equally. D3 Oni appear each being placed in empty squares as close to the Spellcaster as possible. An Oni has the following stats: (6/1/3/5 Dirty Player,Titchy,Horns). Oni may also (once per a turn) add +1 to any of their non-Blocking dice rolls before the dice is rolled. The Oni may take the number of players on the Nipponese team over 11 without penalty. The Oni may move the turn they were created. If any Oni attempts to block on the turn it was created, it must use the team's blitz action. The Oni will last until the end of drive or until it is Knocked Down at which point it disappears (No SPPs earned for dispelling an Oni).
Failure Result: The Oni are not amused at being summoned. They whisk the Spellcaster away to "teach" him a few things. The spellcaster will miss the rest of the half. This will result in a turnover.
Range: The closest available unoccupied squares to the Spellcaster
Succeeds on: 4+
Secret Weapons:
The Nipponese team may have up to three secret weapon players, however only the Ninjas or the Skaven ally may use them.
The Nipponese may choose from the following weapons: Throwing Star, Staff, Poisoned Dagger, and Explosive Bomb.
Staff / Cost 30,000 gps (Penalty roll 9+):
A player carrying a Staff (Quarterstaff) onto the field gains the skill Mighty Blow, in addition when making a Block the player may chose to gain +1 Strength for the Block OR use the skill Multiple Block. Note: this player may choose to not use the Staff for a Block/Armour/Injury rolls. If the staff is not used (ie no +1 ST/Multiple Block and no Mighty Blow), then the staff player may receive Star Player points for a casualty.
Throwing Stars - Cost 40,000 gps - (Penalty Roll 10+)
A player with the Throwing Stars has a supply of Poisoned shuriken that allow him to make a one dice Block against any player - no matter what their strength - within range of a Quick Pass but not in an adjacent square. Note: if the opponent or Throwing Stars player go down they go down in the square they are standing in (no push back). An opponent may use Block and Dodge skills to effect the Throwing Star block dice roll.
Resolve the Block die as follows:
Push Back - Throwing Star missed.
Opponent Down - resolve as normal (make normal armour and injury rolls.)
Both Down - Opponent goes down (make an armour and injury roll as normal)/Throwing Star player makes an agility roll - if failed, the Throwing Star play nicked his own finger during the throw and will fall down (make armour and injury rolls). This will cause a turnover.
Skull - Ninja makes an agility roll. If failed, the ninja has poisoned himself and will fall down. Make armor and injury rolls as normal. This counts as a turnover.
------------------------------------------------------------- This ends the MBBL2 League rules for this team ------------------------------------------------------------------------
Stadium rules:
If the Nipponese team gets a Stadium the following additional rule applies:
Peanuts, Popcorn, Poison Dart Blowguns. After both teams set up for the second half (but before kickoff). Roll a D6.
On a 5 or 6, one of the Nipponese fans shoots a random player from the opposing team on the pitch with a poison dart. Roll directly on the injury table. Treat rolls of 10, 11, or 12 as Knocked Out.
On a 1, the opposing team's fans get hold of a blowgun and shoot a random Nipponese player with their untrained hands. Roll directly on the injury table with a -2 modifier. Treat modified rolls of 10 as Knocked Out.
Ignore this rule if both teams are Nipponese.
Wizard: (The MBBL does not use Wizards) - The Nipponese team may have a Sensei and/or Shinto Priest
Sensei (50,000)
A sensei will allow the players on a Nipponese team to be trained
in the Martial Arts. Once per a game, a player on the Nipponese team may use Mighty Blow, Hypnotic Gaze (nerve pinch), or Leap. The player should not already have these skills. Each skill can be assigned to a player only once during the game. All three skills or combination can be assigned to the same player.
Shinto Priest (200,000)
The shinto priest may cast Fireball, Lightning Bolt, Zap!, OR Call Kami Spirit once per game. The Call Kami Spirit takes possession of a Samurai on the field (coach's choice). Possession by the spirit gives the selected Samurai +1 ST and +1 MV and other skills (see below) until the end of drive. The type of Kami that possesses the Samuari come with other skills:
Roll a D6:
1-2 Evil Kami - Samurai gains Dirty Player and loses Honorable
3-4 Good Kami - Samurai gains Sprint and Sure Feet
5-6 Berserker Kami - Samurai gains Frenzy
A Samurai possessed by an Evil Kami must foul if he has a downed player in his tackle zone at any point during his move - from either team - but does not gain any SPP's for doing so. If a Samurai possessed by an Evil Kami fouls anyone while possessed, he must roll on the Serious Injury table at the end of the drive to see what injury he commits to himself to atone for the dishonour.
Note: the Call Kami Spirit may be cast at any time even interrupting an opponent's turn, however the spell will only last until the end of the drive during which it was cast.
Star Players: (the MBBL does not allow star players)
| Name | Position | Cost | MA | ST | AG | AV | Skills |
|---|---|---|---|---|---|---|---|
| Oruku Saki | Samurai | 170,000 | 6 | 4 | 3 | 10 | Block, Dodge, Mighty Blow, Leader, Honorable |
| Hamato Sarami | Ninja | 170,000 | 9 | 3 | 4 | 8 | Dodge, Shadow, Side Step, Catch, Leap, Sure Hands |
| WhisperingWindHeraldsYourDeath | Ninja | 140,000 | 8 | 3 | 4 | 7 | Dodge, Shadow, Side Step, Throwing Stars |
| Guardian of the Forbidden City | Temple Guardian Statue | 180,000 | 5 | 6 | 2 | 10 | Thick Skull, Stand Firm, Block, Break Tackle, Guard, Honorable |
New skills:
Throwing Stars (Secret Weapon) (Penalty Roll 10+)
A player with the Throwing Star skill has a supply of Poisoned shuriken that allow him to make a one die Block against any player - no matter what their strength - within range of a Quick Pass but not in an adjacent square. Note: if the opponent or ninja player go down they go down in the square they are standing in (no push back).
Resolve the Block die as follows:
Push Back - Throwing Star missed.
Opponent Down - resolve as normal
Both Down - Opponent goes down, ninja makes an agility roll - if failed the shuriken slips out of his sleeve and rolls to the feet of the Referee, the ninja is ejected from the game. This counts as a turnover.
Skull - Ninja makes an agility roll. If failed, the ninja has poisoned himself and will fall down. Make armor and injury rolls as normal. This counts as a turnover.
Suggested minatures:
| Position | Company | Minature Name | Part Number | Price | # in Blister/Box |
|---|---|---|---|---|---|
| Ashigaru | Reaper Minatures | Daimyo Ashigaru Army Pack | 04106 | $6 | 6 |
| Thrower | Reaper Minatures | Daimyo Sohei | 04011 | $1.85 | 1 |
| Samurai | Reaper Minatures | Daimyo Samurai | 04007 | $1.85 | 1 |
| Ninja Players and Star Players | Ral Partha Enterprises | Boxed Set Ninja Hit Squad | 10-200 | $11.50 | 6 |
| Temple Guardian Statue Players and Star Player | Grim Reaper Casting | Stone Golem | 1127 | ????? | 1 |
| Oroku Saki | Reaper Minatures | Daimyo Samurai | 04005 | $1.85 | 1 |
| Sensei | Reaper Minatures | Daimyo Monk | 04014 | $1.85 | 1 |
| Shinto Priest | Reaper Minatures | Daimyo Kazoku | 04004 | $1.85 | 1 |
| Apothecary | Reaper Minatures | Daimyo Kokujin | 04002 | $1.85 | 1 |
Contact Information for the above companies:
Reaper Minatures
Phone: (972) 434-3088
Internet: www.reapermini.com
Ral Partha Enterprises
Phone: (800) 543-0272
Internet: www.fasa.com/ralpartha/index.html
Grim Reaper Casting
Phone:
Internet:
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